Display apparatus

ABSTRACT

A communication line is connected between a client terminal apparatus  2  and a game server apparatus  3  via a network  1 , and an Internet game system, which runs a pre-determined network game in a virtual space provided by the game server apparatus  3 , adds blurring to objects other than the object of attention when a view point is moved in the virtual space. Accordingly, since the object of attention is clearly displayed with regard to other objects, it is possible to make the object of attention stand out even when view point moving is performed.

TECHNICAL FIELD Field of the Invention

The present invention is related to a display apparatus and an imageprocessing method, which are preferable and applicable to an Internetgame system and the like that runs video games in virtual space providedby a predetermined network server or a Web browser for viewing Webpages.

BACKGROUND ART

Presently, client terminal apparatus such as video game units andpersonal computers have widely become popularized in ordinaryhouseholds; accordingly video games and viewing of Web pages on theInternet utilizing this client terminal apparatus have become frequent.

Here, in the case of moving the displayed section of the Web pagedisplayed by such client terminal apparatus, the user performs themoving operation of the displayed section by operating an input devicesuch as a mouse or keyboard connected to the client terminal apparatus.

Specifically, on a web page, in the case where there are displayedentities such as text and images that cannot be fully displayed withinthe display region of a monitor device, a scroll bar for verticalmovement (and horizontal movement) is displayed in the display region.

The user drags the scroll bar in a vertical or horizontal direction,which corresponds to the scrolling direction of the display screen, witha cursor by operating the mouse device, or out of the up, down, left andright keys on the keyboard, depresses a key that corresponds to thescrolling direction of the display screen. The client terminal apparatusdisplays the screen while scrolling it in compliance with this depressedkey. Accordingly, the displayed entities such as text and/or images thatwere not fully displayable in the display region of the monitor devicemay be displayed therein.

On the other hand, in a video game, in the case of moving a virtualcharacter in a three-dimensional space from one location to anotherdisplayed on a monitor device, for example, the user depresses the keycorresponding to the character's moving direction out of the up, down,left and right keys provided on the controller, which is connected tothe client terminal apparatus, or manipulates a stick-like analogcontroller, which is provided on the controller, at an inclination inthe character's moving direction. Accordingly, the video game charactermoves within the virtual three-dimensional space by corresponding to thedepression of the up, down, left and right keys or the inclinedmanipulation of the analog controller.

Here, there are cases where displayed entities such as precautions andadvertisements for the user to be expected to perceive exist in thevirtual three-dimensional space of the video game or Web page. However,conventionally, when scrolling a Web page, there were problems such thatthe displayed entities such as precautions and advertisements for theuser to be expected to perceive could no longer impress the user due toblurring generating on the text and images in accordance with thescrolling speed.

In addition, similarly with video games, when performing a charactermoving operation, there are problems such that the displayed entitiessuch as a sponsor's advertisement can no longer impress the user due toblurring generating on the images of characters and background.

The present invention has come about in consideration of such issues,and the objective thereof is to provide a display apparatus and an imageprocessing method, which allow displaying such that displayed entitiesto impress a user such as precautions and advertisements stand out, evenin the case where displayed entities such as text and images aredisplayed while moving.

DISCLOSURE OF THE INVENTION

The present invention configures a display screen with objects, whichhave a predetermined image effect added thereto, and objects, which donot have a predetermined image effect, such that the user can hold asense of incompatibility with respect to an object as an attentionwithin the display screen.

Accordingly, the object as the attention, which is a displayed entity toimpress the user, such as precautions and advertisements, can catch theuser's attention, so that the object as the attention can stand out.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a block diagram of an Internet game system according to thefirst embodiment of the present invention.

FIG. 2 is a perspective view showing the exterior of a controller, whichis provided to the client terminal apparatus of the Internet game systemof the first embodiment.

FIG. 3 is a diagram showing an example of virtual three-dimensionalspace, which is provided by the game server apparatus of the Internetgame system of the first embodiment.

FIG. 4 is a flowchart for explaining an image rendering procedure in thecase where moving operation is performed using the analog controller ofa controller, which is provided to the above client terminal apparatus.

FIG. 5 are diagrams for explaining a displayed image where motion bluris added to objects other than the object of attention.

FIG. 6 is a flowchart for explaining an image rendering procedure in thecase where moving operation is performed using the direction buttons ofthe controller, which is provided to the above client terminalapparatus.

FIG. 7 are diagrams for explaining the magnified and reduced speeds ofan object of attention when the magnification/reduction operation isperformed.

FIG. 8 are diagrams showing examples in which objects of attention aredisplayed so as to stand out by varying depth of field.

FIG. 9 are diagrams showing examples in which fogging is applied toobjects other than the object of attention.

FIG. 10 is a diagram showing an example of a relationship between theblurring amount of motion blur to be added to an object of attention andthe display compensation.

FIG. 11 is a flowchart for explaining the steps of display control to beperformed so as for indices of attention to stand out when the scrollingoperation or magnifying/reducing operation is performed on text and thelike displayed on the display screen.

FIG. 12 is a diagram showing a state where the indices of attention aredisplayed so as to stand out even in the case where the display screenis scrolled.

FIG. 13 is a diagram showing a state where the indices of attention aredisplayed so as to stand out even in the case where themagnifying/reducing operation is performed on the display screen.

FIG. 14 are cross-sectional views of a ◯ button, which is provided onthe controller, in a non-depressed state and depressed state.

FIG. 15 are cross-sectional views showing the state where the thicknessof a piezo element has changed as a result of applying voltage to thepiezo element, which is provided on the ◯ button that is provided on thecontroller.

FIG. 16 is a flowchart for explaining the steps of a control procedureof a network system according to the seventh embodiment of the presentinvention.

FIG. 17 is a diagram for explaining a parameter table of the networksystem according to the eight embodiment of the present invention.

FIG. 18 is a diagram for explaining a modified example of the parametertable of the network system according to the eighth embodiment.

FIG. 19 is a flowchart showing the steps of an image rendering procedureof the network system according to the eighth embodiment.

FIG. 20 is a flowchart showing the steps of the image renderingprocedure, which adds motion blur, of the network system according tothe eighth embodiment.

FIG. 21 are diagrams showing a state wherein motion blur is added to anoriginal image.

FIG. 22 are diagrams for explaining afterimage.

FIG. 23 are diagrams showing examples of the object with afterimageprocessing applied thereto by overwriting and post-writing.

BEST MODE FOR CARRYING OUT THE INVENTION

FIRST EMBODIMENT

System Configuration

To begin with, a block diagram of an Internet game system according tothe first embodiment of the present invention is shown in FIG. 1. As canbe understood from FIG. 1, the Internet game system of this embodimenthas a plurality of client terminal apparatus 2, which respectivelylinked to a predetermined network 1 such as the Internet, and a gameserver apparatus 3, which provides virtual three-dimensional space tothe respective users having a client terminal apparatus 2.

A controller 4, monitor device 5, speaker device 7, and secondarystorage medium drive such as a hard disc drive 10 (HDD) are connected toeach client terminal apparatus 2, respectively.

Among these, the controller 4 has two grips 20R, 20L as shown in FIG. 2,for example, whereby a player operates this controller 4 by gripping therespective grips 20R, 20L with the right and left hands.

First and second operation parts 21, 22 and analog controllers 23R, 23Lare respectively provided on this controller 4, in the position suchthat manipulation by each thumb, for example, is possible when in thestate where each grip 20R, 20L is gripped with the right and left hands.

The first operation part 21 is provided with command buttons forcarrying out commands such as for in the direction that a characterproceeds or the direction of the point of view, for example, and an updirection button 21 a for commanding an upward direction, a downdirection button 21 b for commanding a downward direction, a rightdirection button 21 c for commanding a rightward direction, and a leftdirection button 21 d for commanding a leftward direction arerespectively provided thereon.

A Δ button 22 a, which is provided with a Δ shaped stamp, a X button 22b, which is provided with a X shaped stamp, a ◯ button 22 c, which isprovided with a ◯ shaped stamp, and a □ button 22 d, which is providedwith a □ shaped stamp, are respectively provided on the second operationpart 22.

The analog controllers 23R, 23L are held in an upright state(non-diagonal state=standard position) during non-inclined operations soas to maintain that position. When either the analog controller 23R oranalog controller 23L is manipulated at an inclination, the controller 4supplies to the client terminal apparatus 2 the coordinate values of theXY coordinates according to the amounts of slant and direction relativeto the standard position as operation outputs.

Furthermore, this controller 4 has a start button 24 for carrying outsuch commands as game execution start; a select button 25 for carryingout the selection of predetermined items and the like; and a modeselection switch 26 for selecting either analog mode or digital mode.

In the case where the analog mode is selected by this mode selectionswitch 26, a light emitting diode (LED) 27 is controlled to turn ON,resulting in the analog controllers 23R, 23L to be in an operatingstate; in the case where the digital mode is selected, the lightemitting diode 27 is controlled to turn OFF, resulting in the analogcontrollers 23R, 23L to be in a non-operating state.

Furthermore, a right button 28 and left button 29 are provided on thiscontroller 4, in the position such that manipulation by the index finger(or middle finger) of each hand, for example, is possible in the statewhere each grip 20R, 20L is gripped with the right and left hands. Eachof these buttons 28, 29 has first and second right buttons 28R1, 28R2and first and second left buttons 29L1, 29L2, which are respectivelyprovided linearly along the thickness (=along the height) of thecontroller 4.

The player, by manipulating the respective buttons, may manipulatecharacters or change the view point in the virtual three-dimensionalspace, which is provided by the game server apparatus 3.

Furthermore, on the controller 4 are provided a pressure control unit 8,which variably controls the pressure applied on the above-mentionedbuttons 22 a to 22 d, and a vibration motor 9, which is for vibratingthis controller 4 itself. These pressure control unit 8 and vibrationmotor 9 are controlled in accordance with the distance, angle and thelike between the view point and the object of attention such as a sign,whereby the presence of the sign and such are tactilely made known tothe user, which will be described later. Furthermore, the speaker device7 controls a predetermined output of sound in accordance with thedistance, angle and the like between the view point and the object ofattention such as a sign, whereby the presence of the sign and the likeare auditorily made known to the user.

System Operations

The Internet game system, according to this embodiment, is of anenjoyable Internet video game, which performs the modifying operation ofthe view point in a virtual town (three-dimensional space) provided bythe game server apparatus 3, allowing a walk through the town withinthis three-dimensional space or manipulation of a character created bythe user to move within this three-dimensional space so as to shop atstores and the like communicating with another user's character and thelike.

In the case of executing this Internet video game, the user activatesthe Web browser of the client terminal apparatus 2 and then linkshis/her own client terminal apparatus 2 to the game server apparatus 3via this Web browser. The game server apparatus 3 sends predeterminedimage information of a virtual three-dimensional space to the clientterminal apparatus 2 once a communication line is connectedtherebetween. Accordingly, a virtual three-dimensional image of a streetof buildings, for example, as shown in FIG. 3 is displayed on themonitor device 5 connected to that user's client terminal apparatus 2.

The user may virtually and freely move within such three-dimensionalstreet of buildings by manipulating the respective up, down, left andright direction buttons 21 a to 21 d or respective analog controllers23R, 23L of the controller 4.

Namely, when moving within such virtual three-dimensional space, theuser depresses the respective up, down, left and right direction buttons21 a to 21 d or manipulates at an inclination the respective analogcontrollers 23R, 23L of the controller 4. The information indicating theoperating state of this controller 4 is sent to the game serverapparatus 3 from the client terminal apparatus 2. The game serverapparatus 3, when receiving the information that indicates the operatingstate of the controller 4, sequentially sends the image information ofthe three-dimensional space that corresponds to the operating state ofthis controller 4 back to the client terminal apparatus 2.

Accordingly, the three-dimensional space image corresponding to theuser's controller manipulation is sequentially displayed on the monitordevice 5, which is connected to the client terminal apparatus 2, wherebythe user may virtually move within the three-dimensional space (mayobtain a sense of moving within the three-dimensional space) via thethree-dimensional space image displayed on this monitor device 5.

Displaying Operation of Attention Point During Moving Operation

Here, the Internet game system of this embodiment is capable ofexpressing the sense of movement according to the user's manipulation ofthe controller 4 by adding a blur to each object utilizing an imageprocessing technique called “motion blur” and displaying the object.

However, it is desirable to clearly display an “object of attention”such as, for example,

an advertisement sign of a sponsor that supports this Internet gamesystem;

an advertisement sign of a company that paid advertising fee to themanager of this Internet game system;

a building and the like holding some kind of event;

a place where some kind of item exist; and

an object whereupon precautions or messages and the like are contained,without generating blurring despite the moving operation of thecontroller 4.

As a result, with this Internet game system, the “object of attention”may be clearly displayed without adding any blurring by motion blurdespite the moving operation of the controller 4.

The steps of the image rendering procedure in the case of the userperforming the moving operation using the analog controllers 23R, 23L ofthe controller 4; and in addition, the steps of the image renderingprocedure in the case of the user performing the moving operation usingthe respective up, down, left and right direction buttons 21 a to 21 dare respectively shown in the flowcharts in FIG. 4 and FIG. 6.

(Image Rendering in Accordance with Inclined Manipulation of AnalogController)

To begin with, the image rendering procedure in the case of manipulatingthe analog controllers 23R, 23L at an inclination will be describedusing the flowchart in FIG. 4.

This image rendering procedure shown in this flowchart in FIG. 4 startsat the timing of when the client terminal apparatus 2 detectsmanipulation of the analog controller 23R or analog controller 23L at aninclination by the user, proceeding to step S1.

The client terminal apparatus 2 sends the respective detectedinformation, which indicates the manipulating direction and the amountof inclined operation of the analog controller 23R or analog controller23L, to the game server apparatus 3 side.

In step S1, the game server apparatus 3 imports the respectiveinformation indicating the manipulating direction and the amount ofinclined operation of the analog controller 23R or analog controller 23Lthat are sent from this client terminal apparatus 2. Accordingly, thisimage rendering procedure proceeds to step S2.

Next, the game server apparatus 3 expresses the appearance of moving inthe three-dimensional space by adding blurring to each objectconfiguring the three-dimensional image of the street of buildings,utilizing the image processing technique of “motion blur”. At this time,the game server apparatus 3, in the case of importing information thatindicates a little amount of the inclined operation, sets the amount ofblurring for each object configuring the three-dimensional image of thestreet of buildings to be small, expressing the state where the userslowly moves within that three-dimensional space. Furthermore, the gameserver apparatus 3, in the case of importing information that indicatesa large amount of the inclined operation, sets the amount of blurringfor each object configuring the three-dimensional image of the street ofbuildings to be large, expressing the state where the user quickly moveswithin that three-dimensional space.

In step S2, the game server apparatus 3, based on the informationindicating the above-mentioned amount of inclined operation, determinesthe amount of blurring for each object configuring the three-dimensionalimage of the street of buildings to be displayed. Accordingly, thisimage rendering procedure proceeds to step S3.

In step S3, the game server apparatus 3 detects the aforementioned“object of attention”. Accordingly, this image rendering procedureproceeds to step S4.

Next, in step S4, the game server apparatus 3, with the object ofattention that does not have blurring added thereto by motion blur, andthe object that has blurring added thereto by motion blur in accordancewith the user's amount of inclined operation in manipulating the analogcontroller 23R or analog controller 23L, performs image rendering to thethree-dimensional image of the street of buildings in correspondencewith the manipulating direction of the analog controller 23R or analogcontroller 23L, sending this resulting image information to the user'sclient terminal apparatus 2. Accordingly, this image rendering procedureproceeds to step S5.

The client terminal apparatus 2 controls to display thethree-dimensional image, which corresponds to the image information sentfrom the game server apparatus 3, upon the monitor device 5.Accordingly, a three-dimensional image, which corresponds to the user'smanipulating direction of the analog controller 23R or analog controller23L, and which has blurring added overall in accordance with the amountof inclination in manipulating the analog controller 23R or analogcontroller 23L by the user, but has no blurring added to the object ofattention, is displayed upon the monitor device 5.

An example of a three-dimensional image where blurring is added overallby motion blur, and an example of a three-dimensional image whereblurring is added overall except for on the object of attention (in thecase of this example, sign 35) by motion blur, are respectively shown inFIG. 5A and FIG. 5B.

As can be understood by comparing FIG. 5A and FIG. 5B, in the case ofthis example, if image rendering is performed without adding blurring bymotion blur to the sign 35, which is the object of attention, sinceblurring is added to the overall displayed image by motion blur, thesign 35, which is the object that does not have blurring added thereto,may be made to stand out.

As a result, the “object of attention” such as an advertisement sign ofa sponsor that supports this Internet game system; an advertisement signof a company that paid advertising fee to the manager of this Internetgame system; a building holding some kind of event; a place where somekind of item exist; and an object whereupon precautions or messages andthe like are contained, may be clearly displayed despite the movingoperation of the controller 4.

Next, the client terminal apparatus 2, while the analog controller 23Ror analog controller 23L is being manipulated at an inclination by theuser, sends to the game server apparatus 3 the information indicatingthe manipulating direction and the amount of inclined manipulation ofthe analog controller 23R or analog controller 23L.

Note that while the analog controller 23R or analog controller 23L isnot being manipulated at an inclination by the user, the client terminalapparatus 2 sends to the game server apparatus 3 the informationindicating “0” amount of inclined manipulation of the analog controller23R or analog controller 23L.

In step S5, the game server apparatus 3 determines whether or notmanipulation of the analog controller 23R or analog controller 23L hasended (non-inclined manipulating state or not) by determining whether ornot information indicating “0” amount of inclined manipulation sent fromthe client terminal apparatus 2 has been received. Then, in the casewhere it is determined by the game server apparatus 3 that manipulationof the analog controller 23R or analog controller 23L has ended, theentire routine of this image rendering procedure concludes.

On the other hand, in the case where it is determined that manipulationof the analog controller 23R or analog controller 23L has not ended,this image rendering procedure returns to step S1. Returning the imagerendering procedure from step S5 to step S1 indicates that the analogcontroller 23R or analog controller 23L is continuously beingmanipulated by the user.

As a result, in this case, the game server apparatus 3, in step S1,imports the respective information indicating the manipulating directionand the amount of inclined manipulation of the analog controller 23R oranalog controller 23L; in step S2, determines the amount of blurring tobe added by motion blur to the objects other than the object ofattention according to the amount of inclined manipulation of the analogcontroller 23R or analog controller 23L. Then, the game server apparatus3, in step S3, detects the object of attention; in step S4, performsimage rendering to the three-dimensional image, wherein the objectsother than this object of attention are added with blurring to a degreein accordance with the manipulated amount of inclination of the analogcontroller 23R or analog controller 23L, which corresponds to the user'smanipulating direction.

Note that in the case where manipulation of the analog controller 23R oranalog controller 23L at an inclination is continuously detected, theamount of blurring added to the objects other than the object ofattention in the above-mentioned step S2 may be gradually increasedaccording to that period of continuous manipulation.

Accordingly, the amount of blurring for the three-dimensional imagedisplayed upon the monitor device 5 gradually increases in accordancewith the period of continuous manipulation of the analog controller 23Ror analog controller 23L, whereby the sensation of quickly moving withinthe three-dimensional space is gradually provided to the user. Even inthis case, it is possible to clearly display the object of attentionwithout any added blurring thereto.

(Image Rendering in Accordance with Depression of Up, Down, Left orRight Direction Buttons)

Next, the image rendering procedure in the case of depressing one of theup, down, left and right direction buttons 21 a to 21 d will bedescribed using the flowchart in FIG. 6.

This image rendering procedure shown in FIG. 6 starts at the timing ofwhen the client terminal apparatus 2 detects depression of one of theup, down, left and right direction buttons 21 a to 21 d by the user,proceeding to step S11.

The client terminal apparatus 2 continues to send to the game serverapparatus 3 the information indicating a user-depressed direction buttonof the up, down, left and right direction buttons 21 a to 21 d for thetime period during the buttons being continuously depressed.

In step S11, the game server apparatus 3 imports the information sentfrom this client terminal apparatus 2 indicating the direction buttondepressed by the user. Accordingly, this image rendering procedureproceeds to step S12.

Next, the game server apparatus 3, in the case where informationindicating the direction button depressed by the user is sent, maydetermine the amount of blurring by motion blur in accordance with thelength of time this information is continuously being received.Therefore, in step S2, since the length of time the informationindicating the above-mentioned direction buttons is continuouslyreceived should be counted, the count value of the counter isincremented by “1”. Accordingly, this image rendering procedure proceedsto step S13.

In step S13, the game server apparatus 3, according to the count valueof the above-mentioned counter, determines the amount of blurring foreach object configuring a three-dimensional image of the street ofbuildings to be displayed. Accordingly, this image rendering procedureproceeds to step S14.

In step S14, the game server apparatus 3 detects an “object ofattention” such as, for example, an object in an advertisement sign; anobject whereupon precautions or messages or the like are contained; abuilding and the like holding some kind of event; and a place where somekind of item exist. Accordingly, this image rendering procedure proceedsto step S15.

Next, in step S15, the game server apparatus 3, with the object ofattention that does not have blurring added thereto by motion blur, andthe objects that have blurring added thereto by motion blur inaccordance with the above-mentioned count value which indicates thelength of time the user continuously depresses one of the up, down, leftand right direction buttons 21 a to 21 d, performs image rendering tothe three-dimensional image of the street of buildings, sending thisimage information to the user's client terminal apparatus 2.

Accordingly, blurring is added overall by motion blur in accordance withthe above-mentioned count value which indicates the length of time theuser continuously operates one of the up, down, left and right directionbuttons 21 a to 21 d; however, the three-dimensional image whereblurring is not added to the object of attention (see FIG. 5B) isdisplayed upon the user's monitor device 5, and this image renderingprocedure proceeds to step S16.

Next, the client terminal apparatus 2, while one of the directionbuttons 21 a to 21 d is being depressed by the user, sends to the gameserver apparatus 3 the information indicating that depressed directionbutton; and in the case where any one of the direction buttons 21 a to21 d are not being depressed by the user, sending of information is notperformed.

In step S16, the game server apparatus 3, by determining whether or notinformation indicating the direction button depressed by the usercontinues to be received from the client terminal apparatus 2,determines whether or not operation for that depressed button of thedirection buttons 21 a to 21 d has ended (non-operating state or not).In the case where the game server apparatus 3 has determined thatdepression of that button of the direction buttons 21 a to 21 d hasended, this image rendering procedure proceeds to step S17. In this stepS17, the game server apparatus 3 resets the count value of the counterfor counting the continuous depressing time of the respective directionbuttons 21 a to 21 d. Accordingly, the entire routine of this imagerendering procedure is over.

On the other hand, in step S16, in the case where it is determined thatdepression of that direction button of the direction buttons 21 a to 21d has not ended, this image rendering procedure returns to step S1, thegame server apparatus 3 further increments by “1” the count value of theabove-mentioned counter, and forms a three-dimensional image that isadded with blurring in accordance to this incremented count value.

Accordingly, while one of the direction buttons 21 a to 21 d is beingcontinuously depressed, since the count value of the above-mentionedcounter gradually becomes a large value, the amount of blurring to beadded to the objects other than the object of attention graduallyincreases, whereby a three-dimensional image with a sense of movement,which allows the user to obtain a sense of quickly moving within thethree-dimensional image, may be provided.

Note that even in the case where the count value gradually becomes alarge value, there is no blurring added to the object of attention.Accordingly, the object of attention may be clearly displayed.

Effect of the First Embodiment

As is clear from the above description, the Internet game system of thisfirst embodiment adds an amount of blurring to objects other than theobject of attention according to the amount of inclination inmanipulation of the analog controller 23R or analog controller 23L, oraccording to the continuous depressing time of the depressed directionbutton of the up, down, left and right direction buttons 21 a to 21 d,and display the objects.

Accordingly, the “object of attention” such as an advertisement sign ofa sponsor that supports this Internet game system; an advertisement signof a company that paid advertising fee to the manager of this Internetgame system; a building holding some kind of event; a place where somekind of item exist; and an object whereupon precautions or messages andthe like are contained, may be clearly displayed despite the movingoperation (above-mentioned inclined manipulation or depression) of thecontroller 4.

Furthermore, in the description of this embodiment, the game serverapparatus 3 forms a three-dimensional image corresponding to themanipulation of the controller 4, which is connected to the clientterminal apparatus 2, sending it to the client terminal apparatus 2.

However, the respective data and image rendering program forthree-dimensionally rendering the object data, texture data and thelike, which are for forming the three-dimensional image corresponding tothe manipulation of the controller 4, may be sent to the client terminalapparatus 2, wherewith the three-dimensional image based on each ofthese data is formed on the client terminal apparatus 2 (=athree-dimensional image formed on the game server apparatus 3 may besent to the client terminal apparatus 2, or each data for forming thethree-dimensional image may be sent to the client terminal apparatus 2from the game server apparatus 3, forming the three-dimensional image onthe client terminal apparatus 2).

Second Embodiment

Next, an Internet game system according to the second embodiment of thepresent invention is described. The Internet game system, according tothis second embodiment, is the one such that image rendering isperformed without adding any blurring to the above object of attentionby motion blur, as well as performing image rendering, which displaysthe object of attention to further stand out by making the magnifyingand reducing speeds of this object of attention differ from themagnifying and reducing speeds of other objects.

Note that since this second embodiment and the above first embodimentonly differ in this regard, description of only these differences willbe made in the following, wherewith duplicate descriptions will beomitted.

In this case, as the view point is moved closer to the object ofattention, the game server apparatus 3 forms image information of theimage of this gradually growing object of attention, sending it to theclient terminal apparatus 2. At this time, the game server apparatus 3displays the magnification or reduction of this image of the object ofattention at a differing magnifying or reducing speed from that of theother objects, without adding blurring to the object of attention bymotion blur.

A diagram conceptually showing the magnifying and reducing speeds of anobject other than the object of attention, and a diagram conceptuallyshowing the magnifying and reducing speeds of an object of attention arerespectively shown in FIG. 7A and FIG. 7B.

As can be understood by comparing FIG. 7A and FIG. 7B, the changes inmagnifying and reducing speeds of the object of attention are shown asdifferent changes from those of the object other than the object ofattention.

Specifically, in the case of displaying the object other than the objectof attention as gradually magnifying, the game server apparatus 3, asshown in FIG. 7A, forms the image by almost linearly changing themagnifying speed to change the object size from an original size T to amagnified size L.

Furthermore, in the case of displaying the object other than the objectof attention as gradually reducing in size, the game server apparatus 3,as shown in FIG. 7A, forms the image by almost linearly changing thereducing speed to change the object size from the original size T to areduced size S.

The dotted lines in FIG. 7B indicate the transition of magnifying orreducing speed in the case of displaying such object other than theobject of attention as gradually magnifying or reducing in size. Thesolid lines in FIG. 7B indicate the transition of magnifying or reducingspeed in the case of displaying the object of attention as graduallymagnifying or reducing in size.

As can be understood from the transition of magnifying or reducing speedindicated by these dotted lines in FIG. 7B, in the case of an objectother than the object of attention, the game server apparatus 3 formsthe linearly magnified or reduced image of this object.

On the contrary, in the case of the object of attention, as can beunderstood from the transition of magnifying or reducing speed indicatedby the solid lines in FIG. 7B, the game server apparatus 3, whenmagnifying, forms the magnified image of the object of attention morequickly than the other objects; and when reducing, forms the reducedimage of the object of attention more slowly than the other objects.

Then, the game server apparatus 3 sends to the client terminal apparatus2 the image information of the object of attention and the objects otherthan the object of attention, which are formed by such differingmagnifying or reducing speeds.

Accordingly, the object of attention displayed upon the user's monitordevice 5 is different from other objects in addition to being clearlydisplayed without additional blurring through motion blur, whenmagnifying, magnification thereof is displayed quicker than otherobjects, and when reducing, reduction thereof is displayed slower thanother objects. As a result, the object of attention may further standout, and similar effects as with the above Internet game systemaccording to the first embodiment may be obtained.

Modified Example of the Second Embodiment

In the description of this second embodiment, the object of attentionhas been made to further stand out by using image rendering techniques,which do not add blurring to the object of attention by motion blur, incombination with image rendering techniques, whereby the magnifying orreducing speed of the object of attention differs from that of otherobjects; however, here, the object of attention may be made to stand outby utilizing just the image rendering techniques whereby the magnifyingor reducing speed of the object of attention differs from that of otherobjects.

Even this case, since the magnification or reduction of the object ofattention is displayed at a differing magnifying or reducing speed fromthat of the other objects, which gives the user looking at the screen akind of sense of incompatibility, thus making the object of attentionstand out.

Third Embodiment

Next, an Internet game system, according to the third embodiment of thepresent invention, is described. The Internet game system, according tothe above first and second embodiments, is the one that, by forming anobject that has blurring added by motion blur and an object withoutblurring during the moving operation, makes the object that is not addedwith blurring stand out as the object of attention.

The Internet game system, according to this third embodiment, forms ageneral three-dimensional image based on the depth of field, and amongthe respective objects forming this three-dimensional image, makes theobject of attention stand out by focusing the object of attentiondespite the depth of field.

Note that since this third embodiment and each of the above embodimentsonly differ in this regard, description of only these differences willbe made in the following, wherewith duplicate descriptions will beomitted.

Namely, in the case of the Internet game system of this thirdembodiment, the game server apparatus 3 forms a three-dimensional imagecorresponding to the user's view point with an object of attention whichis formed without adding depth of field, and other objects formed withdepth of field, then sends the image to the user's client terminalapparatus 2.

As just one example, FIG. 8A shows a three-dimensional image formedwithout adding depth of field to objects; FIG. 8B shows athree-dimensional image formed with depth of field added to the objectsforming the image in FIG. 8A; and FIG. 8C shows a three-dimensionalimage formed with an object of attention, which is formed without addingdepth of field, and other objects, which are formed with depth of fieldadded thereto.

To begin with, as can be understood from FIG. 8A, by forming athree-dimensional image without adding depth of field to the objects, athree-dimensional image is formed in a state where all objects are infocus. On the contrary, by adding depth of field to the objects,blurring develops on the objects other than the objects in focus inaccordance with the distance from those focused objects, similarly to aphotograph as shown in FIG. 8B. FIG. 8B is a three-dimensional image inthe case where the closest objects 40 are in focus. The blurringdeveloped on the objects further back than these closest objects 40 dueto depth of field can be seen in this FIG. 8B.

Here, an object 41 as shown in FIG. 8C, for example, is made to be theobject of attention. This object 41 is the one whereon blurring developswhen the three-dimensional image is formed based on the depth of fieldsince it is further back than the closest objects 40.

However, in the case of this Internet game system according to the thirdembodiment, the game server apparatus 3 forms a generalthree-dimensional image in a state wherein the object of attention is infocus despite the depth of field.

In the case of the example shown in FIG. 8C, by adding depth of field,only the closest objects 40 are in a focus, and in addition, other thanthese objects 40, the object of attention 41 is displayed in focus. Notethat blurring generated due to the depth of field on the objects 42,which are at the same depth as this object of attention 41, can be seen.

By forming a general three-dimensional image with such object ofattention as being a focused image despite the depth of field, and otherobjects with depth of field added thereto, objects holding a sense ofincompatibility within the three-dimensional image, which is formedbased on the depth of field, may be formed. Finally, the object ofattention that holds a sense of incompatibility is made to stand outmore than the other objects, whereby similar effects as with the abovefirst embodiment may be obtained.

Fourth Embodiment

Next, an Internet game system, according to the fourth embodiment of thepresent invention, is described. The Internet game system according tothis fourth embodiment is the one that makes an object of attentionstand out by clearly displaying the object of attention within athree-dimensional image wherein fog has developed.

Note that since this fourth embodiment and each of the above embodimentsonly differ in this regard, description of only this difference will bemade in the following, wherewith duplicate descriptions will be omitted.

The three-dimensional image shown in FIG. 9A as an example shows athree-dimensional image wherein fog develops on a row of multiplebuildings. By developing fog within a three-dimensional image as such,the further away the buildings are from the view point, the moredifficult visibility thereof becomes.

However, in the case of this Internet game system of the thirdembodiment, the game server apparatus 3, for example as shown in FIG.9B, forms a general three-dimensional image such that a building 45,which is the object of attention existing in this fog, is clearlydisplayed (a general three-dimensional image is formed such that theobject of attention is clearly displayed despite the fog.)

Accordingly, since only the object of attention is clearly displayedwithin the three-dimensional image of an entirely blurred impression dueto fog, similar effects as with the above first embodiment may beobtained, and this object of attention may stand out.

Fifth Embodiment

Next, an Internet game system, according to the fifth embodiment of thepresent invention, is described. The Internet game system according tothis fifth embodiment is the one that makes an object of attention standout by clearly displaying the object of attention with brightness(intensity, contrast and the like) differing from that of the otherobjects.

Note that since this fifth embodiment and each of the above embodimentsonly differ in this regard, description of only this difference will bemade in the following, wherewith duplicate descriptions will be omitted.

Namely, with the Internet game system according to this fifthembodiment, the game server apparatus 3 sets just the contrast (or justintensity, or both contrast and intensity) of the object of attentionout of all objects within the three-dimensional image to be higher thanthat of the other objects.

As a result, since just the object of attention is brightly displayed,similar effects as in the above first embodiment may be obtained,resulting in the standing out object of attention more than the otherobjects.

Note that just the contrast (or just intensity, or both contrast andintensity) of the object of attention may be set lower than that of theother objects, whereby just this object of attention may be displayeddarker than the other objects. Even in this case, since the object ofattention may stand out more than the other objects, similar effects asin the above first embodiment may be obtained.

Additional Image Effects According to Paid Amount

Here, as described earlier, with the Internet game system of therespective embodiments, motion blur, magnifying speed/reducing speed,depth of field, fogging, brightness of display and the like arecontrolled such that the object of attention stands out more than theother objects; however, the additional amount for such image effects maybe adjusted in accordance with the amount of money to be paid to thesystem manager from the advertiser, for example.

FIG. 10, in the case where the object of attention is, for example a“sign”, is a diagram showing a relationship between the additionalamount of motion blur and the amount of money that the advertiser ofthis “sign” is to pay to the system manager; however, as can beunderstood from this FIG. 10, in the case where the highestadvertisement rate in this example of, for example, 200 thousand yen ispaid to the system manager from the advertiser, the game serverapparatus 3 displays this advertiser's sign without adding motion blurthereto. Accordingly, since the advertiser's advertisement is clearlydisplayed for a user having a moving view point within the virtualspace, the advertiser may obtain great advertising effects.

Next, in the case where an advertisement rate of 100 thousand yen, whichis half of the above-mentioned highest amount, is paid to the systemmanager from the advertiser, the game server apparatus 3 adds motionblur with a little blurring to this advertiser's sign, and displays it.Accordingly, since the advertiser's advertisement is displayed to adegree with which text and the like may be recognized by the user havinga moving view point within the virtual space, the advertiser may obtainadvertising effects in accordance with the amount paid to the systemmanager.

Next, in the case where an advertisement rate of 50 thousand yen, whichis a quarter of the above-mentioned highest amount, is paid to thesystem manager from the advertiser, the game server apparatus 3 addsmotion blur with a moderate amount of blurring to this advertiser'ssign, and displays it. Accordingly, since the advertiser's advertisementis displayed to a degree with which text and the like may be recognizedif observed closely by the user having a moving view point within thevirtual space, the advertiser may obtain advertising effects inaccordance with the amount paid to the system manager.

Next, in the case where an advertisement rate of 10 thousand yen, whichis the lowest amount, is paid to the system manager from the advertiser,the game server apparatus 3 adds motion blur with the same amount ofblurring to this advertiser's sign and the surrounding scenery, anddisplays it (adds motion blur without differentiating between the signand scenery). In this case, until the view point stops moving within thevirtual space, the user will barely perceive the advertiser's sign.

In this manner, by adjusting the blurring amount of motion blur to beadded to the object of attention, such as the advertiser's sign, inaccordance with the amount of money, such as the advertisement rate tobe paid to the system manager from the advertiser, the advertisingfrequency may suit the advertiser's desire. In other words, by theadvertiser selecting the advertisement rate amount to be paid to thesystem manager side, the advertiser is able to select a desiredadvertising frequency.

Note that the above description is of the case where motion blur isutilized as an image effect, however, cases of utilizing other imageeffects are also the same.

For example, in the case of changing the magnifying speed/reducingspeed, the larger the difference of magnifying or reducing speed isbetween the object of attention and the other objects, the more theobject of attention stands out. As a result, the difference ofmagnifying or reducing speed between the object of attention and theother objects may be adjusted (the smaller the difference, the smallerthe degree of standing out) in accordance with the amount of money to bepaid from the advertiser to the system manager.

Furthermore, in the case of utilizing depth of field as an image effect,the additional amount of depth of field to be added to the object ofattention may be adjusted in accordance with the amount of money to bepaid from the advertiser to the system manager.

Furthermore, in the case of utilizing fogging as an image effect, theadditional amount of fog to be added to the object of attention may beadjusted in accordance with the amount of money to be paid from theadvertiser to the system manager.

Moreover, in the case of controlling the brightness of display, thebrightness when displaying the object of attention may be adjusted inaccordance with the amount of money to be paid from the advertiser tothe system manager.

Namely, it is to be understood that the degree of the object ofattention standing out should be changed in accordance with the amountof money to be paid to the system manager.

Additional Image Effects According to Level of Importance

Next, the additional amount of such image effects may be adjusted inaccordance with the level of importance of the object of attention.

As shown in FIG. 10, for information of a high level of importance thatall users should recognize, such as this system's maintenanceinformation, for example, the game server apparatus 3, even in the casewhere the moving operation is performed on the user's view point,displays the sign describing this information without adding motion blurthereupon. Accordingly, since the information of a high level ofimportance is clearly displayed for the user that has a moving viewpoint in the virtual space, the important information may be perceivedby the user.

Similarly, for information of a medium level of importance, the gameserver apparatus 3, in the case where the moving operation is performedon the user's view point, adds motion blur with a little amount ofblurring to the sign describing this information, and displays the sign.Accordingly, since the information of a moderate level of importance isdisplayed to a degree that the information can be nearly recognized bythe user who has a moving view point in the virtual space, the displayedinformation may be perceived by almost every user.

Similarly, for information of a low level of importance, the game serverapparatus 3, in the case where the moving operation is performed on theuser's view point, adds motion blur with a moderate amount of blurringto the sign describing this information, and then displays the sign.Accordingly, since the information of a low level of importance isdisplayed to a degree that the information can be vaguely recognized bythe user who has a moving view point in the virtual space, the displayedinformation may be perceived by users to a certain extent.

Similarly, for information of an even lower level of importance, thegame server apparatus 3, in the case where the moving operation isperformed on the user's view point, adds motion blur with an amount ofblurring that corresponds to this view point moving operation on thesign describing this information, and then displays the sign.Accordingly, the object of attention will be added with the same amountof blurring of motion blur as that of the other objects.

In this manner, in accordance with the level of importance of theinformation, by adjusting the amount of blurring to be added by motionblur to an object such as a sign describing that information, the higherthe level of importance of the information, the easier it is to make theuser perceive the information.

Note that the above description is of the case where motion blur isutilized as an image effect, however, cases of utilizing other imageeffects are also the same.

For example, in the case of changing the magnifying speed/reducingspeed, the larger the difference of magnifying or reducing speed isbetween the object of attention and the other objects, the more theobject of attention stands out. As a result, the difference ofmagnifying or reducing speed between this object of attention and theother objects may be adjusted (the smaller the difference, the smallerthe degree of standing out) in accordance with the importance level ofthe information.

Furthermore, in the case of utilizing depth of field as an image effect,the additional amount of depth of field to be added to the object ofattention may be adjusted in accordance with the importance of theinformation.

Furthermore, in the case of utilizing fogging as an image effect, theadditional amount of fog to be added to the object of attention may beadjusted in accordance with the importance of the information.

Moreover, in the case of controlling the brightness of display, thebrightness when displaying the object of attention may be adjusted inaccordance with the importance of the information.

Namely, it is to be understood that the degree of the object ofattention standing out may be changed in accordance with the importanceof the information.

Sixth Embodiment

Next, the sixth embodiment of the present invention is described. Eachof the above embodiments are those that applied the present invention tothe Internet game system which runs a video game within thethree-dimensional space provided by the game server apparatus 3;however, this sixth embodiment is the one that applies the presentinvention to a Web browser that downloads Web page data from a Webserver apparatus, which is linked to a network, and displays it.

Note that since this sixth embodiment and each of the above embodimentsonly differ in this regard, description of only the difference will bemade in the following, wherewith duplicate descriptions will be omitted.

Structure of the Sixth Embodiment

In the case of this sixth embodiment, the client terminal apparatus 2shown in FIG. 1 downloads Web page data from a Web server apparatus 6,which is linked to a network 1 based on a Web browser, and displaystext, images and the like of the Web page based on this downloaded dataupon a monitor device 5.

The Web page data to be downloaded on the client terminal apparatus 2has at least data of text and/or images, which is the displayed contentof that Web page, data showing the object of attention (text, images andthe like), and a display control program, which controls image effectsfor making the object of attention stand out when performing thescrolling operation or magnifying/reducing operation. The clientterminal apparatus 2, while the user is performing the scrolling ormagnifying/reducing operation, performs display control of the Web pagebased on this display control program such that the object of attentionstands out by utilizing a predetermined image effect.

Display Control Operation of Client Terminal Apparatus

Next, the steps of display control of the client terminal apparatus 2 isdescribed using the flowchart shown in FIG. 11. To begin with, theflowchart shown in this FIG. 11 starts when the WWW browser, which isprovided to the client terminal apparatus 2, establishes a communicationlink between this client terminal apparatus 2 and a Web server apparatus6 on the network 1 shown in FIG. 1, and displays upon the monitor device5 a Web page downloaded from this Web server apparatus 6.

Note that at this point, as data of the aforementioned Web page, atleast data of text and/or images, which is the displayed content of thatWeb page, data showing the object of attention (text, images and thelike), and a display control program, which controls the image effectsfor making the object of attention stand out when the scrolling ormagnifying/diminishing operation is performed, are downloaded to theclient terminal apparatus 2.

Next, in step S21, the control unit of the client terminal apparatus 2determines whether or not all contents of the Web page downloaded fromthe Web server apparatus 6 such as text, images and the like arecompletely displayed within the display screen of the monitor device 5(whether or not all contents of the Web page are displayed). As for thisdetermination, in the case of Yes, since all the contents of the Webpage are displayed within the display screen of the monitor device 5,the user does not need to scroll for looking at non-displayed contents.As a result, this display control procedure proceeds to step S26.Otherwise, as for this determination, in the case of No, this displaycontrol procedure proceeds to step S22.

Next, in step S22, since all the contents of the Web page are notdisplayed within the display screen of the monitor device 5, the controlunit of the client terminal apparatus 2 saves the initial position ofthat display screen. Accordingly, this display control procedureproceeds to step S23.

Next, in the case where all the contents of the Web page cannot bedisplayed within the display screen of the monitor device 5, the controlunit of the client terminal apparatus 2 controls a scroll bar forscrolling the display screen to display it. When this scroll bar isdragged by the user, the control unit displays while scrolling thedisplay screen; however, in step S23, the control unit determineswhether or not the scrolling operation, which is this user's draggingoperation, is performed. Then, until the scrolling operation isdetected, control for displaying the Web page is continued as is, and atthe timing of when the scrolling operation or magnifying/reducingoperation is detected, this display control procedure proceeds to stepS24.

Note that in this step S23, it is also determined whether or not themagnifying/reducing operation on the desired text, images and the likeis performed by the user; however, this display control procedure of thecase where the magnifying/reducing operation is performed will bedescribed later.

In step S24, the control unit determines whether or not data indicatingan object of attention downloaded from the Web server apparatus 6exists, thereby determining whether or not the object of attentionexists within all the contents of the Web page. In the case where theobject of attention exists, this display control procedure proceeds tostep S25; whereas in the case where the object of attention does notexist, this display control procedure proceeds to step S27.

In step S27, since the object of attention does not exist, the controlunit adds motion blur to the entire display screen in accordance withthe user's scrolling operation amount and the initial display positionof the display screen, which are saved in the above-mentioned step S22,and then displays the screen. Accordingly, this display controlprocedure proceeds to step S26.

On the contrary, in step S25, since the object of attention does exist,the control unit performs display control, whereby motion blur is addedto the objects other than the designated objects of attention inaccordance with the user's scrolling operation amount and the initialdisplay position of the display screen, which are saved in theabove-mentioned step S22. Accordingly, this display control procedureproceeds to step S26.

An example of a display screen, which is displayed with motion bluradded to the objects other than the designated objects of attention inaccordance with the user's scrolling operation amount, is shown in FIG.12.

The example shown in this FIG. 12 is of the case where the respectivetext of “Psychological Effects of Color”, “Warm Colors, Cold Colors”,and “Advancing Colors, Retreating Colors”, which are the indices of theWeb page, are designated as the objects of attention. The user drags upand down a scroll bar 46, which is displayed on the Web page, asindicated by the arrow signs in FIG. 12, thereby designating to scrolland display the Web page. The control unit of the client terminalapparatus 2 adds motion blur to the objects other than the respectivetext of “Psychological Effects of Color”, “Warm Colors, Cold Colors”,and “Advancing Colors, Retreating Colors”, which are the objects ofattention, in accordance with the user's amount of the draggingoperation as mentioned earlier, and then display. Accordingly, despitethat drag operating is performed by the user, each text of“Psychological Effects of Color”, “Warm Colors, Cold Colors”, and“Advancing Colors, Retreating Colors”, which are the objects ofattention, are clearly displayed as shown in FIG. 12.

In the case where a specific keyword is arranged on the Web page, bydirectly entering that keyword and searching, the desired text, passagesand the like within the Web page may be found. However, in the case ofcarrying out the task of finding a desired text and the like whilescrolling the display screen by skipping, scanning or the like, ifmotion blur happens to be added to all of the text of the displayscreen, recognition of the desired text and the like becomes difficultas a result of the blurring that is added to the text and the like to bescrolled, making it difficult to find the desired text and the like.

In the case of the Web browser of this embodiment, when a producercreates a Web page by designating the indices and the like of the Webpage as the objects of attention, even when scrolling the displayscreen, these indices of attention can be displayed without havingmotion blur added thereto. As a result, it is easier for the user, whois skipping and scanning, to perceive the indices and the like, and itis easier to find necessary information such as the desired text.

Operations According to Magnifying/Reducing Operation

Next, the above description is of the case where the scroll bar isscrolled by the user whereby the text of attention is made to stand outby adding motion blur to the text other than the text of attention;however, the following will describe the case where the user'smagnifying/reducing operation is detected in the aforementioned stepS23.

Namely, in the above-mentioned step S23, if the control unit detects theuser's magnifying/reducing operation, the presence of objects ofattention is determined in step S24. Then, in the case where there areobjects of attention, in step S25, the magnifying or reducing speed ofthe objects of attention such as text or images or the like are made todiffer from that of the other objects; and in addition, motion blurcorresponding to this magnifying or reducing speed is added to theobjects other than the objects of attention, displaying the objects ofattention without adding motion blur thereto.

An example of a displayed image with such image effect added thereto isshown in FIG. 13. In the case of the displayed image shown in this FIG.13, the text “News & Info” displayed in the center of the display screenis shown as the point of attention. In this FIG. 13, as can beunderstood by comparing the text of attention and the other surroundingobjects, in addition to this text of attention being magnified orreduced at a speed differing from that of the objects such as othertext, since motion blur is not added thereto, it is displayed asdistinctly standing out.

Accordingly, even in the case where the user performs themagnifying/reducing operation, the objects of attention such as indices,for example, may be made to stand out, whereby necessary informationsuch as desired text is easier to find.

Note that in this example, both the image effects: one that adds motionblur to the objects other than the objects of attention, and one thatdisplays the magnified or reduced objects of attention at a magnifyingor reducing speed differing from that of the other objects, are used incombination; however, only one of them may be utilized.

Furthermore, the brightness (intensity, contrast and the like) of theobjects of attention may be displayed at a brightness differing fromthat of the other objects. Even in this case, since the objects ofattention are displayed brighter or darker than the other objects, thepoint of attention such as indices may be displayed as standing out.

Automatic Detection of Point of Attention

Next, in the above description, the producer creates the Web page bypre-designating the objects of attention, and the client terminalapparatus controls displaying by utilizing an image effect such asmotion blur such that the point of attention designated by this producerstands out. However, for a Web page that is not designated with suchpoint of attention, the client terminal apparatus 2 detects the point ofattention and performs display control so as to stand it out as in thefollowing.

Namely, there are many cases where the portions that the producer wantsto emphasize such as the indices and important sections within thepassages are displayed with a display color or size differing from thatof objects such as other text.

As a result, the above-mentioned control unit, in step S24 of theflowchart shown in FIG. 11, determines the presence of the object ofattention by detecting the presence of objects such as text or images ofa specific color, and of objects such as text or images larger than apredetermined size. Then, in the case where the presence of such objectof attention is detected, in step S25, display control is performed byadding an image effect such as motion blur to the objects other thanthis object of attention.

As a result, even in the case where a point of attention is notpre-designated when creating the Web page, the object that should be thepoint of attention may be automatically detected and displayed so thatit stands out.

Seventh Embodiment

Next, an Internet game system according to the seventh embodiment thatthe present invention is applied is described.

Each of the above embodiments is the one that adds motion blur and thelike to everything except an object such as a sign of attention whilethe view point is moving, and displays so as for the object, such as asign, to stand out. Accordingly, the user may visually perceive theabove object such as a sign.

On the contrary, in this seventh embodiment, the controller 4 isvibrated and/or the applied pressure necessary for operating the buttonsof the controller 4 is changed in accordance with the distance, angleand the like between the view point and the object of attention, therebyallowing the user to visually perceive the above object such as a sign.

An Example of Pressure Variable Function

As previously mentioned, the controller 4 is provided with a vibrationfunction (vibration motor 9 which allows such control, and a pressurevariable function (pressure control unit 8). Among these, the pressurevariable function is configured as follows.

Configuration of ◯ Button

FIG. 14A, FIG. 14B are diagrams of the ◯ button 22 c cut in a straightline along the height, whereby these cross sections are seen from thefront side. As can be understood from FIG. 14A and FIG. 14B, the ◯button 22 c has a convex button cover 50; an electrode spacer 51 of apredetermined length provided in a form whereby a portion is buriedwithin this convex button cover 50; a piezo element 52, which isprovided enclosing this electrode spacer 51; a substrate 53; and aspacer 54, which is an elastic member such as, for example, rubber orsponge, provided so as to fill in the gaps between the piezo element 52and substrate 53.

The convex button cover 50 is formed of a protruding part 50 a and aflange part 50 b, wherein the protruding part 50 a is provided so that afixed portion protrudes from a cover 55 of the second operation part 22.

An electrode 57, which distributes power when making contact with anelectrode 56 provided upon the substrate 53, is provided on theelectrode spacer 51 on the side opposite to the button cover 50.

The piezo element 52 is connected to the client terminal apparatus 2 viaa voltage applying terminal 58 which changes the thickness along theheight of the ◯ button 22 c in accordance with the voltage applied fromthe client terminal apparatus 2.

Depression Operation Under Normal Conditions

In regards to the ◯ button 22 c having such configuration, FIG. 14Ashows a non-depressed state of the ◯ button 22 c when voltage is notapplied to the piezo element 52; and FIG. 14B shows a depressed state ofthe ◯ button 22 c when voltage is not applied to the piezo element 52.

As can be understood from FIG. 14A, in the case of the non-depressedstate of the ◯ button 22 c, the electrode 57, which is provided on theelectrode spacer 51, does not make contact with the electrode 56, whichis provided upon the substrate 53. In this state, by applying pressureto the protruding part 50 a of the button cover 50 as indicated by thearrow in FIG. 14A, the spacer 54, which is formed of an elastic member,is transformed into a crushed shape by the flange part 50 b of thebutton cover 50 via the piezo element 52 as shown in FIG. 14B. Then, theelectrode 57, which is provided on the electrode spacer 51, makescontact with the electrode 56, which is provided upon the substrate 53,so as to allow conductance. The client terminal apparatus 2 detects thatthe ◯ button 22 c is depressed as a result of this conductance.

Variable Control of Force Necessary for Depression

Next, FIG. 15A shows the condition wherein voltage is applied to thepiezo element 52. As can be understood from this FIG. 15A, if voltage isapplied to the piezo element 52, it is transformed increasing thethickness of the ◯ button 22 c along its height in accordance with thisapplied voltage. Accordingly, the spacer 54 is crushed and transformedfor the equivalence of the increased thickness of this piezo element 52.

Note that since the piezo element 52 and the spacer 54 are respectivelyprovided so as to surround the electrode spacer 51, the electrodes 56,57 are made so as not to respectively make contact just by applyingvoltage to the piezo element 52.

Next, by performing the depressing operation on the ◯ button 22 c in thestate where the spacer 54 is crushed by the piezo element 52 as such,the spacer 54 is transformed through further crushing by the flange part50 b of the button cover 50 via the piezo element 52, whereby theelectrodes 56, 57 make contact so as to allow conductance. However, inthis case, before the ◯ button 22 c is depressed, the spacer 54 isfurther crushed by the piezo element 52 for just the voltage applied tothe piezo element 52. As a result, in order to depress this ◯ button 22c, more pressure than normal becomes necessary.

Namely, in the case of this embodiment, since the voltage applied to thepiezo element 52 is variably controlled by the client terminal apparatus2, the thickness of the piezo element 52 varies in accordance with thedistance, angle and the like between the view point and the object ofattention.

Note that in this case, the pressure necessary for depressing the ◯button 22 c is variably controlled; however, the pressure necessary fordepressing the respective up, down, left and right direction buttons 21a to 21 d of the first operation part 21 may be variably controlled.Furthermore, the inclined operation pressure necessary for operatingeach of the analog operation parts 23R, 23L at an inclination may alsobe variably controlled.

Furthermore, this example is of the case of the controller 4 as theoperating means; however, this is the same even if it is the case of aninput device such as a keyboard or mouse device. Namely, in the case ofthe keyboard as the operating means, a pressure variable means such asthe above-mentioned piezo element may be provided between the cover ofeach key and the contact part therewith. Furthermore, in the case of themouse device as the operating means, by providing a pressure variablemeans such as the above-mentioned piezo element between the cover of theoperation button and the contact part therewith, the same effects may beobtained as in the case of the above controller 4.

Control Procedure

Next, the steps of the control procedure will be described using theflowchart in FIG. 16. Note that the following describes control, whichvaries the weight of a “button”, and control, which varies the amplitudeof a “vibration”, as used in combination.

This flowchart starts when the user logs in to a virtual world that isformed by this network game system.

In step S51, the client terminal apparatus 2, by carrying outcommunications with the controller 4, determines whether or not thatcontroller 4 has, for example, a pressure variable function or avibration function, which is a function corresponding to the control inthis case. Then, in the case where it is determined that the controller4 is not provided with the control function, since the control can notbe performed for that controller 4, the client terminal apparatus 2 endsthe implementation of this flowchart.

On the contrary, in the case where it is determined that the controller4 is provided with the control function, since control for thatcontroller 4 is possible, the client terminal apparatus 2 progressesthis control procedure to step S52.

In step S52, the client terminal apparatus 2 detects the view pointmoving operation performed by the user, that is logged into the virtualworld, using the controller 4, and determines whether or not ahighlighted object such as a sign, for example, is near the user'stransferred position. Then, the client terminal apparatus 2, in the casewhere a highlighted object does not exist, progresses this controlprocedure to step S61; and in the case where a highlighted object doesexist, progresses this control procedure to step S53.

In step S53, the client terminal apparatus 2 detects the sign that hasmatter of the utmost importance displayed thereupon out of the objectsthat should be highlighted existing near the user's transferredposition. If the sign is an advertisement, the sign, which is paid thehighest advertising rate, may be designated as the “utmost importantsign”. Note that in this step S53, several signs may be detected inorder from the highest level of importance.

In step S54, the client terminal apparatus 2 calculates the distancebetween the user's view point and the above-mentioned object that hasmatter of the utmost importance displayed thereupon. In step S55, theclient terminal apparatus 2 calculates the amount of control (vibratingamount of the vibration function, the intensity of pressure necessaryfor depressing a button and the like) that corresponds to theabove-mentioned distance calculated in the above-mentioned step S54.

In step S56, the client terminal apparatus 2 calculates the anglebetween the user's view point and the above-mentioned highlightedobject. In step S57, the client terminal apparatus 2 calculates theaforementioned amount of control for the angle detected in theabove-mentioned step S56.

In this case, as the above-mentioned angle becomes smaller, the amountof control may gradually be increased. Otherwise, control may beperformed when a sign exists in the angle of field, and control may notbe performed when a sign does not exist in the angle of field.

In step S58, the client terminal apparatus 2 calculates the moving speedof the view point with respect to the aforementioned sign. In step S59,the client terminal apparatus 2 calculates the above-mentioned amount ofcontrol for the user's moving speed that is calculated in theabove-mentioned step S58. In this case, as the above-mentioned movingspeed becomes faster, the amount of control gradually increases.

In step S60, the client terminal apparatus 2, based on the amount ofcontrol calculated in the above-mentioned step S54 to step S60, controlsthe buttons of the controller 4 and/or the vibration function.

Specifically, the client terminal apparatus 2, with the sign in theuser's angle of field and as the user's view point approaches theabove-mentioned highlighted object, controls the vibration motor 9 ofthe controller 4 so that the vibrating amount of the controller 4gradually increases. Furthermore, as the user's moving speed increases,a pressure control unit 8 (for example, the above-mentioned piezoelement 52 and the like) of the controller 4 is controlled so that thepressure necessary for depressing the buttons of the controller 4gradually increases.

Finally, the client terminal apparatus 2, in step S61, determineswhether or not the user has logged out of the virtual world. Then, inthe case of not being logged out, the above control is repeated in stepS52 to step S60. On the contrary, in the case where the logging out ofthe user is detected, the implementation of this flowchart concludes.

Effects of the Seventh Embodiment

The case where the user's moving speed is fast indicates that the usermoves through the virtual world with a so-called “skipping through abook” sensation. As a result, the probability of overlooking importantinformation is high.

However, in the case of the network game system of this embodiment,according to the angle of field and the distance between the view pointand the important object, it is made so that motion blur is not appliedto this important object, as well as the force necessary for buttonoperating is increased as the moving speed increases; in addition, sincevibrations of the controller 4 are controlled, it may tactilely attractthe attention of the user that moves within the virtual world by theabove-mentioned sense of skipping through a book. Furthermore, bycontrolling the amount of control in accordance with the angle of fieldand the distance between the view point and important object, tactileeffects may be aided. Accordingly, inconveniences such as overlookingimportant information when the user is quickly moving through thevirtual world may be prevented.

Note that the above-mentioned control may also be performed inconsideration of the distance between the view point and object, and theuser's angle of field, as well as the moving speed of the user's viewpoint. In this case, as the moving speed of the user's view pointbecomes faster, the amount of control gradually increases.

Furthermore, in the case where control is performed based on the angleof field, only when there is an important sign therein, overlooking ofimportant information can be prevented by performing the control.

On the contrary, control may be performed for signs and the like thatare not within the angle of field. In this case, the objects that areunsighted by the user may be made to stand out.

In this manner, by simultaneously stimulating the user's senses of sightand touch, in the case of “making important things stand out”, effectiveresults may be obtained.

Note that in the case of this example, control which varies the weightof a “button”, and control which varies the amplitude of a “vibration”,are used in combination; however, either one or the other control may beperformed as well. Otherwise, in accordance with the level of importanceand the like of the information, each above-mentioned control may beselectively used.

Modified Example of the Seventh Embodiment

The description mentioned above is the one that visibly and tactilelyexpresses the actual condition of a network and the like; however,unique sounds (voice, music, beep sounds and the like) may be determinedaccording to the importance of information displayed on a sign, andaccording to the distance and angle between the view point therewith,the above-mentioned sounds may be produced from the speaker device 7shown in FIG. 1. For example, the above-mentioned speaker device 7 iscontrolled so that a large sound is gradually produced as the view pointapproaches the sign; and on the contrary, the above-mentioned speakerdevice 7 is controlled so that a small sound is gradually produced asthe view point approaches the sign.

By independently utilizing such voice feedback control, the user mayauditorily perceive the presence of a sign and the like. Furthermore, byusing this voice feedback control in conjunction with visual controlsuch as the above-mentioned motion blur and the tactile control, theuser may be made to visually, tactilely and auditorily perceive thepresence of an object such as a sign. Therefore, the inconvenience ofthe user overlooking important information and the like may be furtherprevented.

Eighth Embodiment

Next, an Internet game system according to the eighth embodiment of thepresent invention is described. Each of the above embodiments are thosethat perform alternative control, which adds or does not add imageprocessing such as motion blur to an object of attention.

The Internet game system of this eighth embodiment is the one allowingsetting for each and every object the additional amount of imageprocessing (amount of effects) to be added thereto.

Structure of the Eighth Embodiment

In the case of the Internet game system of this eighth embodiment, thegame server apparatus 3 as shown in FIG. 1 has a parameter database 11(parameter DB), which is stored with parameters for each and everyobject indicating the amount of effects to be added thereto.

Furthermore, each client terminal apparatus 2 has a secondary storingmedium device such as a hard disc drive 10 (HDD), for example, whichstores the parameters for each object that are downloaded from theparameter DB 11 of the game server apparatus 3.

The client terminal apparatus 2, by downloading the parameters forrespective objects, forms a parameter table for the respective objectswithin this HDD 10. Then, the client terminal apparatus 2, when the userperforms the view point moving operation, reads out the parameters foreach object from this parameter table, and adds image processing for theeffect amount that corresponds to these parameters so as to render eachobject.

An example of the parameter table, which is formed within theabove-mentioned HDD 10, is shown in FIG. 17. As shown in this FIG. 17,the parameter table is formed with identification information (ID) ofeach object; information indicating the attribute of each object;information indicating the effect amount of each object; and informationindicating the variable range of the effect amount that the user is ableto vary therewith.

Specifically, in the case of an object with an attribute of a firstbuilding, the ID “1” is attached thereto, and in the case of an objectwith an attribute of a second building, the ID “2” is attached thereto.Furthermore, in the case of an object with an attribute of a first sign,the ID “3” is attached thereto, and in the case of an object with anattribute of a second sign, the ID “4” is attached thereto. Furthermore,in the case of an object with an attribute of a tree, the ID “5” isattached thereto, and in the case of an object with an attribute of acar, the ID “6” is attached thereto. Moreover, in the case of an objectwith an attribute of a telephone pole, the ID “7” is attached thereto,and in the case of an object with an attribute of a person, the ID “n (nis a natural number)” is attached thereto.

The user may vary the effect amount of image processing, which is addedto each object, excluding a few. For example, in the case of an objectof the first building, the effect amount is variable in the range of“0˜10”, and in the case of an object of the second building, the effectamount is variable in the range of “5˜10”. Furthermore, in the case ofan object of the first sign, the effect amount is variable in the rangeof “0˜5”; on the contrary, in the case of an object of the second sign,modification of the effect amount is “disapproved”. Furthermore, in thecase of an object of the tree, the effect amount is variable in therange of “0˜8”, and in the case of an object of the car, the effectamount is variable in the range of “0˜10”. Moreover, in the case of anobject of the telephone pole, changing the effect amount is possible inthe range of “0˜10”, and in the case of an object of the person,changing the effect amount is possible in the range of “5˜10”.

Note that an object of the second sign is, for example, a signdescribing important information such as maintenance information and thelike of the game server apparatus 3. As a result, solely the manager isallowed to change the effect amount for the object of the second sign(the user is not able to change the effect amount of this second sign.)

Such effect amounts of respective objects are respectively set topredetermined initial values when a parameter table is formed. However,if change in the effect amount is specified by the user, the clientterminal apparatus 2 displays the above-mentioned parameter table on themonitor device 5.

The user, by having the parameter table displayed on this monitor device5, recognizes the effect amounts for the respective objects, andperforms the changing operation for the effect amount of the desiredobject via the controller 4.

For example, in the case of this example shown in FIG. 17, in regards toan object of the first building that the effect amount is allowed to bechanged in the range of “0˜10”, if the effect amount is set as “8” bythe user, the client terminal apparatus 2 writes in the effect amount“8” for the object of the first building of the parameter table as shownin FIG. 17.

Similarly, in regards to an object of the person that the effect amountis allowed to be changed in the range of “5˜10”, if the effect amount isset as “10” by the user, the client terminal apparatus 2 writes in theeffect amount “10” for the object of the “person” of the parameter tableas shown in FIG. 17.

The client terminal apparatus 2 reads out the parameter table that iscustomized by the user as such when image rendering the respectiveobjects, and adds the effect of a specified effect amount for each andevery object so as to perform the image rendering process.

Note that in this example, the effect amount may be set for each andevery object, for example, each and every building, tree and the like.However, the effect amounts may be uniformly determined in accordancewith the object's attributes such as, for example, the same effectamount for all the objects that are buildings, or the same effect amountfor all the objects that are telephone poles.

Operations of the Eighth Embodiment

Next, the operations of image rendering processing using this parametertable will be described using the flowchart in FIG. 19. This flowchartstarts when the aforementioned parameter table is formed in the HDD 10of the client terminal apparatus 2 by downloading from the game serverapparatus 3 the parameters for each object.

In step S71, the client terminal apparatus 2, for the first object fromwhich the effect amount should be read out, sets the object's ID to “1”,which is the initial value (i=1).

Next, in step S72, the client terminal apparatus 2 refers to theparameter table that is stored in the HDD 10; in step S73, detects theeffect amount of the object having the ID “1”, to storing in a storingmedium such as an internal memory.

Next, in step S74, the client terminal apparatus 2 determines whether ornot the effect amounts of all objects stored in the parameter table aredetected. Then, in the case where detection of the effect amount of allobjects is completed, this image rendering procedure proceeds to stepS75; and in the case where detection of the effect amount of all objectsis not completed, this image rendering procedure proceeds to step S77.

In step S77, since detection of the effect amount of all objects is notcompleted, the client terminal apparatus 2 increments by “1” the pre-setobject's ID value (i), returning this image rendering procedure to stepS72.

Then, in the above-mentioned step S74, until it is determined thatdetection of the effect amount of all objects is completed, the effectamounts of all objects is detected by incrementing by “1” the object'sID value.

Next, in step S75, the client terminal apparatus 2 detects the user'sview point based on the operating state of the controller 4, and loadsthe object according to this view point. Then, image rendering isperformed to each of these objects by adding a predetermined effect sothat the effect amount is stored in the above-mentioned internal memory.Accordingly, image rendering may be performed on the image formed ofeach of the objects, which has an effect of a pre-set effect amountadded thereto. Therefore, for example, an image without any effectsadded to the object of attention, or an image that has an effect of asmall effect amount added to the object of attention may be formed bysetting the effect amount for each of the above-mentioned objects.

Next, in step S76, the client terminal apparatus 2 detects operationstatus of the controller 4, thereby determining whether or not loggingout of the virtual world is specified by the user. In the case wherelogging out of the virtual world is not specified by the user, theclient terminal apparatus 2, returns the image rendering procedure tothe above-mentioned step S75, and continues implementing the imagerendering process according to the user's view point.

On the contrary, in the case where logging out of the virtual world isspecified, the client terminal apparatus 2 performs disconnectionprocessing of the communication line linked between that client terminalapparatus 2 and the game server apparatus 3 up to that time, andconcludes the image rendering procedure shown in FIG. 19.

Image Rendering Process when Adding Motion Blur

Next, in the above-mentioned step S75, the image rendering procedure inthe case of adding motion blur is described as an example using theflowchart in FIG. 20. Note that since the case of adding effects otherthan motion blur such as, for example, the above fogging processing ormagnification/reduction processing, is also similar to the imagerendering procedure described below, image rendering in the case ofadding an effect other than this motion blur will also be referred to inthe following description.

This flowchart starts when it is determined in step S74 of the flowchartin FIG. 19 that detection of the effect amounts of all objects iscompleted.

In step S81, the client terminal apparatus 2 loads the objectcorresponding to the user's view point.

In step S82, the client terminal apparatus 2, from the effect amountsstored in the above-mentioned internal memory, loads the effect amountset to the above-mentioned loaded object. In this case, motion blur isthe effect added to each of the objects. As a result, the clientterminal apparatus 2, for the loaded objects, sets the number of timesto interpolate the inter-frame images in correspondence with theabove-mentioned loaded effect amount.

Then, the client terminal apparatus 2, in step S83, by repeatedlyperforming the image rendering process while interpolating between theabove-mentioned frames for this set number of interpolating times,performs image rendering processing by adding motion blur to therespective objects.

To describe in detail, the spherical image in FIG. 21A is the image of afirst frame (or image of a first field); the spherical image in FIG. 21Bis the image of a second frame (or image of a second field), which isthe frame following the above-mentioned first frame. As shown in theseFIG. 21A and FIG. 21B, the spherical image diagonally moves betweenframes (or between fields) from the upper left to lower right of thedrawing. The effect amount to be developed by motion blur is set basedon how many images are generated through interpolation processingbetween each frame (or between each field).

For example, FIG. 21C is an image obtained by dividing into ten partsthe duration in between the above first frame image and the above secondframe image and by performing interpolation processing. As can beunderstood from this FIG. 21C, by performing linear interpolationprocessing (interpolation processing assuming that the moving objectmoves at a constant speed) or nonlinear interpolation processing(interpolation processing assuming that the moving object moves at anirregular speed) on the moving spherical image, motion blur may be addedto the object.

Next, in step S84, the client terminal apparatus 2 determines whether ornot the image rendering process for the number of interpolating times,which is set as the above-mentioned effect amount, is completed. Then,in the case where the image rendering process for the entire number ofinterpolating times is not completed, this image rendering procedure isreturned to step S83, and by repeatedly implementing the above-mentionedlinear interpolation processing or nonlinear interpolation processinguntil the image rendering process for the entire number of interpolatingtimes is completed, a motion blurred image is formed.

On the contrary, the client terminal apparatus 2, in the case where theimage rendering process for the entire number of interpolating times iscompleted, which is set as the above-mentioned effect amount, this imagerendering procedure proceeds to step S85.

In step S85, it is determined whether or not the image renderingprocess, which adds such motion blur to all objects, is completed. Then,in the case where image rendering processing for all the objects is notcompleted, this image rendering procedure is returned to step S81,loading the aforementioned objects and effect amounts, and imagerendering processing are repeatedly performed until it is determinedthat image rendering processing of all the objects is completed.

On the contrary, in the case where it is determined that image renderingprocessing of all the objects is completed, the client terminalapparatus 2 concludes the image rendering procedure shown in thisflowchart of FIG. 20. When the image rendering procedure shown in theflowchart of this FIG. 20, the client terminal apparatus 2 progressesthe image rendering procedure to step S76 of the flowchart in this FIG.19.

Afterimage Processing

Note that the above description is a description of the case of addingblurring to each object by motion blur, however, blurring may be addedto each object by afterimage processing in place of this motion blur.

Specifically, the square image in FIG. 22A is the image of a first frame(or image of a first field); the square image in FIG. 22B is the imageof a second frame (or image of a second field), which is the framefollowing the above-mentioned first frame.

As shown in these FIG. 22A and FIG. 22B, the square image moves betweenthe frames (between the fields) from approximately the center toapproximately the lower right of the drawing. Afterimage processing isperformed by adjusting the transparency of the image of one previousframe to be, for example, translucent and overwriting onto the image ofthe present frame as shown in FIG. 22C.

By performing overwriting for every frame while adjusting suchtransparency, blurring may be added to the object as shown in FIG. 23A.

Note that by overwriting the image of the present frame onto the imagehaving such afterimage processing added thereto, blurring is added sothat a blurred image may be clearly displayed as shown in FIG. 23B.

In the case of adding blurring to each object by this afterimageprocessing in place of motion blur, the number of images to performoverwriting as the effect amount thereto is set. Then, the clientterminal apparatus 2 overwrites the object for this set number of imagesso that blurring mat be added to that object.

Effects of the Eighth Embodiment

As is clear from the above description, the Internet game system of thiseighth embodiment sets parameters for the effect amount of the effectthat is added to each object, thereby allowing image renderingprocessing for each object to be implemented with an effect amountdiffering for each and every object.

As a result, in addition to an on/off-type of control, which adds ordoes not add an effect to the object of attention, control of even theeffect amount added to the object of attention may be allowed.Therefore, a further subtle effect adding control may be performed thanin the case where the above-mentioned on/off-type of control isperformed, and fine adjustment of the degree of highlighting each objectis possible.

Finally, the present invention is not meant to be limited in any way bythe embodiments described above by way of example; it is also appendedherein that even if there are additional embodiments besides thosementioned above, various modifications thereto according to design andsuch can be naturally made without deviating from the technical spiritand scope of the present invention.

INDUSTRIAL APPLICABILITY

The present invention can be applied to an Internet game system forenjoying video games by manipulating a predetermined object such as acharacter within a virtual three-dimensional space, which is formedwithin a network-based game server apparatus on a network such as theInternet.

1. A display apparatus, comprising: means for detecting from a movingimage a first object as an object of attention adapted to garner theattention of a viewer of said display apparatus, said moving imageincluding a plurality of other objects, said detecting of said object ofattention being based on object information representing said firstobject and said plurality of other objects; an image processor operableto perform a first amount of predetermined image magnification/reductionprocessing to said object of attention and to perform a second amount ofsaid predetermined image magnification/reduction processing to saidplurality of other objects, such that when said predetermined imagemagnification/reduction processing is performed to magnify said movingimage, a magnified image of said object of attention is formed morequickly than corresponding magnified images of said plurality of otherobjects are formed and when said predetermined imagemagnification/reduction processing is performed to reduce said movingimage, a reduced image of said object of attention is formed more slowlythan corresponding reduced images of said plurality of other objects areformed; an input interface operable to receive: a) user control inputgiven by a user for controlling movement of said moving image; and b)user modification input given by the user for modifying said firstamount; and a storage unit operable to store information representativeof a modified first amount after said first amount is modified inaccordance with said received user modification input to produce saidmodified first amount, wherein said image processor is operable toperform said modified first amount of said predetermined imagemagnification/reduction processing to said object of attention whenrendering said moving image whose movement is controlled in accordancewith said user control input.
 2. The display apparatus according toclaim 1, further comprising display control means operable to displaysaid object of attention and said plurality of other objects so that thebrightness for displaying said object of attention and the brightnessfor displaying said plurality of other objects differ.
 3. The displayapparatus according to claim 1, wherein said object of attention ispre-designated by a producer of said moving image.
 4. The displayapparatus according to claim 1, wherein said object of attention differsfrom said plurality of other objects in at least one aspect selectedfrom a) size, said size of said object of attention being larger than apredetermined size and b) display color, said object of attention havinga predetermined display color.
 5. The display apparatus according toclaim 1, wherein said input interface is operable to detect a viewpointof said moving image and said user control input is adapted to controlmovement of said viewpoint, said display apparatus further comprising:distance detection means for determining a distance between said objectof attention and said viewpoint; force amount variable means for varyingan amount of force of said user control input necessary for said inputinterface to detect said user control input; and control means operableto control said force amount variable means to vary said amount of forcein accordance with said distance between said object of attention andsaid viewpoint.
 6. The display apparatus, according to claim 5, furthercomprising: vibration drive means for driving vibrations of said inputinterface, wherein said control means is operable to control saidvibrations of said vibration drive means so as to vibrate at anamplitude in accordance with said distance between said object ofattention and said viewpoint.
 7. The display apparatus according toclaim 6, further comprising: moving speed detection means for detectinga moving speed of said viewpoint, wherein said control means is operableto control at least one of said force amount variable means and saidvibration drive means in accordance with a) said moving speed of saidviewpoint, or b) said distance between said object of attention and saidviewpoint.
 8. The display apparatus according to claim 7, furthercomprising: angle of view detection means for detecting an angle of viewcorresponding to said viewpoint, wherein said control means is operableto control at least one of said force amount variable means and saidvibration drive means in accordance with said angle of view, said movingspeed of said viewpoint, or said distance between said object ofattention and said viewpoint.
 9. The display apparatus according toclaim 8, further comprising: sound output means for obtaining apredetermined output of sound; and voice feedback control means forcontrolling said sound output means so as to obtain said predeterminedoutput of sound based on at least one of said angle of view, said movingspeed of said viewpoint, or said distance between said object ofattention and said viewpoint.
 10. A method of processing an image,comprising: detecting from a moving image a first object as an object ofattention adapted to garner the attention of a viewer of said displayapparatus, said moving image including a plurality of other objects,said object of attention being detected based on object informationrepresenting said first object and said plurality of other objects;performing a first amount of predetermined image magnification/reductionprocessing to said object of attention and performing a second amount ofsaid predetermined image magnification/reduction processing to saidplurality of other objects, such that when said predetermined imagemagnification/reduction processing is performed to magnify said movingimage, a magnified image of said object of attention is formed morequickly than corresponding magnified images of said plurality of otherobjects are formed and when said predetermined imagemagnification/reduction processing is performed to reduce said movingimage, a reduced image of said object of attention is formed more slowlythan corresponding reduced images of said plurality of other objects areformed; receiving from an input interface: a) user control input givenby a user for controlling movement of said moving image; and b) usermodification input given by the user for modifying said first amount;modifying said first amount of said predetermined imagemagnification/reduction processing in accordance with said usermodification input to produce a modified first amount; and performingsaid modified first amount of said predetermined imagemagnification/reduction processing to said object of attention whenrendering said moving image for display of said moving image whosemovement is controlled in accordance with said user control input.